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Animal Crossing Vita: Difference between revisions

From GameBrew
Created page with "{{Infobox Vita Homebrews |title=Animal Crossing Vita |image=AnimalCrossingVita.png |description=Port of Animal Crossing for PSVita. |author=bren |lastupdated=2026/04/02 |type=Simulation |version=0.1.0a |license=Mixed |download=https://dlhb.gamebrew.org/vitahomebrews/AnimalCrossingVita.7z |website=https://github.com/Brendonm17/ACGC-Vita-Port |source=https://github.com/Brendonm17/ACGC-Vita-Port |donation= }} {{#seo: |title=Vita Homebrew Games (Simulation) - GameBrew |title..."
 
0.4.0
 
(7 intermediate revisions by 2 users not shown)
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|title=Animal Crossing Vita
|title=Animal Crossing Vita
|image=AnimalCrossingVita.png
|image=AnimalCrossingVita.png
|description=Port of Animal Crossing for PSVita.
|description=Port of Animal Crossing for PS Vita.
|author=bren
|author=bren
|lastupdated=2026/04/02
|lastupdated=2026/06/03
|type=Simulation
|type=Simulation
|version=0.1.0a
|version=0.4.0
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/AnimalCrossingVita.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/ACGCVita.7z
|website=https://github.com/Brendonm17/ACGC-Vita-Port
|website=https://github.com/Brendonm17/ACGC-Vita-Port
|source=https://github.com/Brendonm17/ACGC-Vita-Port
|source=https://github.com/Brendonm17/ACGC-Vita-Port
Line 19: Line 19:
|image_alt=Animal Crossing Vita
|image_alt=Animal Crossing Vita
}}
}}
'''ACGC Vita Port''' is an unofficial PS Vita port of ''Animal Crossing'' (GameCube), created by Brendonm17. It is forked from the [[ACGC PC Port]] by flyngmt, which itself is built on top of the [https://github.com/ACreTeam/ac-decomp ac-decomp] decompilation project by the ACreTeam.
An unofficial PS Vita port of Animal Crossing (GameCube) built on top of the [https://github.com/ACreTeam/ac-decomp ac-decomp] decompilation project by the ACreTeam.


== Description ==
An existing copy of the game is required to use the port.
ACGC Vita Port is an unofficial port of the Nintendo GameCube title ''Animal Crossing'' targeting the PlayStation Vita. The project is a fork of the ACGC PC Port, which runs the game's original C code natively by replacing the GameCube's GX graphics API with OpenGL 3.3.


The repository does not contain any game assets or assembly code. An existing copy of the game is required to use the port.
==Installation==
Install the VPK.


The supported game version is '''GAFE01_00: Rev 0 (USA)'''.
Put your Animal Crossing (USA).iso at ux0:data/AnimalCrossing/rom/.


== Notes ==
==User guide==
First launch creates <code>settings.ini</code> with defaults.


* This port is unofficial and is not affiliated with Nintendo.
{| class="wikitable"
* The project is built upon the complete C decompilation of ''Animal Crossing'' produced by the [https://github.com/ACreTeam ACreTeam].
|-
* The README included in this repository reflects the upstream PC port and does not contain Vita-specific build or installation instructions at this time.
! Setting
* Several open issues are tracked in the repository's issue tracker, including known bugs (such as daytime museum performance, letter display errors, walking scaring bugs/trampling flowers, and Nook 'n' Go performance) as well as planned enhancements (such as save-on-sleep/home/quit and Nooklings store upgrades).
! Default
* Texture pack support is listed as an open bug/enhancement request.
! Values
|-
| render_scale
| 100
| 50, 75, 100
|-
| msaa
| 2
| 0, 2, 4
|-
| aspect_mode
| 0
| 0 = widescreen, 1 = 4:3 pillarbox
|-
| banner
| (empty)
| PNG name for the 4:3 bars
|-
| texture_pack
| (empty)
| HD pack name (without .vtc)
|-
| auto_save
| 0
| Periodic auto-save while outside, sleep, or quit
|-
| time_sync
| 0
| Re-anchor clock to Vita RTC
|}
 
In-game options menu exposes these.


==Media==
==Media==
'''Animal Crossing (GCN) Retrospective | TreyTheWilliam''' ([https://www.youtube.com/watch?v=56ob2Xw0Fhc  
'''Animal Crossing (GCN) Retrospective | TreyTheWilliam''' ([https://www.youtube.com/watch?v=56ob2Xw0Fhc TreyTheWilliam]) <br>
TreyTheWilliam]) <br>
<youtube width="640">56ob2Xw0Fhc</youtube>
<youtube width=""640"">56ob2Xw0Fhc</youtube>
 
==Known issues==
* Train interior is 4:3 native so widescreen shows small black gaps at the sides during train cutscenes. Cosmetic.
* Long-suspend reload only triggers if Auto Save is on. Without it the day change is missed.
 
==Changelog==
'''v0.4.0'''
* '''Trophies.''' 40 total. You need Rinnegatamante's [[NoTrpDrm_Vita|NoTrpDrm] plugin in <code>ux0:tai/</code>. No plugin, no trophies. Game runs fine without it either way.
* '''Design import/export.''' Drop PNGs in <code>ux0:data/AnimalCrossing/designs</code> and pull them into the game as patterns at the Able Sisters. Hit START in the design editor, pick a file, load it into any of your 8 slots. It sorts out the closest palette for you. Goes the other way too, you can export a design back out to a PNG.
* Bug fixes
** You can save right after getting your house now. No more talking to someone or finishing your job first.
** Heap and texture pack memory tuning, plus cleaner boot errors.
** Other bug fixes.
'''v0.3.2'''
* Bug fixes
** Random flashing and garbled graphics (stretched triangles, wrong colors) during transitions, conversations and busy areas. Showed up mostly with MSAA on, and got worse the higher it was set. Fixed, clean up to 4x now.
** Dialogue could softlock when fast-skipping text in conversations with choices (Wisp, Phyllis, etc). Fixed.
* New
** Fishing sound effect. Little ploop when a fish takes the bait.
'''v0.3.1'''
* Bug fixes
** Confirm and Cancel can't share a button anymore. Conflicting binding clears itself, and controls.ini gets cleaned on next boot if you hand-edited it into a bad state.
** Subtle flash when closing the inventory. Fixed.
** B-button fast-skip only worked on the first stanza of larger dialogue. Fires through the whole conversation now.
** D-pad softlocks from the new outdoor tool-swap states. Fixed.
** Cleanup pass across a bunch of actors (radio, mikuji, gyroids, the buggy, festival stuff, etc).
** Memory card edge cases tidied up.
* Under the hood
** Texture system is faster and steadier under load.
** Bigger command buffers so dense scenes stop silently dropping draws. (might adjust in the future)
** Scene transitions are a bit faster.
**  VTC loader and platform startup trimmed down.
'''v0.3.0'''
* New stuff
** Remappable controls. <code>controls.ini</code> lets you remap any Vita button. Multiple bindings per button, chord bindings, even the sticks. Edit it on the SD card or from the title screen options menu.
** D-pad tool swap outdoors. Left/right cycles tools, down stashes. Proper stash animations for rod, net, shovel, axe, umbrella. Instant swap for balloons and fans. (tools may flash for a frame during stash animation, looking into it)
** D-pad works in menus now. Inventory, map, choice dialogs, etc. Used to be stick-only. Doesn't conflict with tool cycling (that's gated to outside menus).
** Custom NES roms. Drop <code>.nes</code> files in <code>ux0:data/AnimalCrossing/rom/nes/</code>, walk up to the blank NES console in your house, pick one. One rom auto-plays, two or more shows a scrollable picker menu.
** Free cam during fishing and during the intro. Intro no longer forces an app reload mid-scene.
** Persistent options menu. Stays open across title demo transitions instead of resetting.
** Boot logo on startup (toggleable) and a text speed setting in the options menu.
** Town picker from the title menu.
* Bug fixes
** Post office sign actually renders now (new shader).
** Flash when opening or closing inventory and map. Fixed.
** Flash at the start and end of NPC conversations. Fixed.
** Bridges, villager houses, Crazy Redd's tent, igloos, festival mat, the buggy. Could go walkable but invisible under free cam. Prespawn was deriving block from the wrong actor.
** Shops and houses going invisible mid-play. FG slot dummy marker handling.
** Gyroids and other actors duplicating when entering an acre.
** Sleepy villager loop bug. Reverted, back to vanilla behavior.
** Island cottage door wouldn't open at some angles (GCC-specific signed wrap on the angle check, pulled fix from upstream <code>b40a73c</code>).
** Missing game rom now shows an OS popup telling you where to drop it, instead of just crashing.
** Title menu has a hint that saving restarts the game so you don't think it crashed.
* Under the hood
** Texture pack format bumped to v3 (slightly faster loader). v2 packs still works fine, barely any difference tbh.
** Merged upstream clear-color fix.
** Various other cleanups.
* Thanks
** FlyingMeta for the [https://github.com/flyngmt/ACGC-PC-Port ACGC-PC-Port].
** Cuyler36 and the rest of the [https://github.com/Cuyler36/ACGC ACGC decomp] team.
** Rinnegatamante for [https://github.com/Rinnegatamante/vitaGL VitaGL].
 
'''v0.2.0'''
* PLEASE backup your town save files, just in case!
* SAVING HAS BEEN ALTERED SO ANYTHING CAN HAPPEN PLEASE BACKUP YOUR SAVES
* old town saves may need to be moved to ux0:/data/AnimalCrossing/saves/card_a
* Dense overworld scenes now hold 60 fps where the alpha was dropping to 44. Save system got a proper pass: Auto Save, Time Sync, and a second save slot for visiting other towns. NES mini-games work. HD texture packs work. Lots of rough edges fixed.
* Performance
* All 5 uber-shader fallbacks in the overworld now hit specialized shaders (cfg47 through cfg50). Zero uber draws in dense scenes.
* Free-cam was drawing every actor in an 8-block radius because a cull-bounds multiplier had silently disabled back-face culling. Open-area draws dropped 28 to 58 percent. Scenes that used to sit at 45 fps now hold 60.
* Acre transitions spread over three frames so there's no single spike when you cross a boundary. Re-entering an acre you just came from is now a one-bit check instead of a full actor-list scan.
* Draw merging plus VitaGL fork updates cache GXM state per-unit and per-stream so redundant <code>sceGxmSetFragmentTexture</code>, <code>sceGxmSetVertexStream</code>, and <code>patchVertexProgram</code> calls get skipped.
* Museum scene shaders created.
* Saves
** Card A / Card B slots. Drop any Animal Crossing GCI file into <code>save/card_b/</code> and visit it. Resetti's gyroid face works.
** Auto Save, off by default. Saves about once a minute while you're walking around outside. Also fires on PS button press, on sleep resume, and on clean exit. Sub-scenes (interiors, dialogue) are skipped so saves never tear.
** Time Sync, off by default. Re-anchors the in-game clock to the Vita's RTC on save load and after sleep. Reads the Vita's local timezone directly via sceRtc so the greeting dialogue shows the right time (pre-release builds were off by your tz offset because Vita newlib has no TZ env). Hook fires from the GCI load itself so continuing your home town works the same as loading a fresh save. If you were asleep for 30+ minutes, the app saves and reloads so AC's at-boot daily catch-up (moveouts, mail, weeds, turnip prices, snowman) runs against the new date.
** GCI CARDDir.time stamp now uses local wall clock, so saves made on Vita show the right mtime when imported into Dolphin's memcard manager.
** Full-disk error handling, i forgot about this last time.
** Porter travel and gyroid save audited against GameCube behavior. Wisp items, money rocks, travel cooldown, and home size all match console.
* HD textures
** Dolphin HD packs convert to VTC via <code>tools/build_vita_texcache.py</code> and the Vita GPU hardware-decodes them.
** Off-thread DXT swizzle in the VitaGL fork keeps texture loads from stalling the render thread.
** Periodic DXT corruption fixed. That was a GL ID reuse race, now guarded by a deferred-delete holdoff.
** Wildcard TLUT matching means CI textures no longer drop to the vanilla fallback when the exact TLUT hash misses.
* Display, camera
** Resolution scale: 100 percent (960x544 native), 75 percent (720x408), 50 percent (480x272, PSP-style).
** 16:9 widescreen (hor+) by default. 4:3 pillarbox with custom PNG banners as an option.
** Free-cam mode streams acres seamlessly with a 2-block actor keep-alive so neighbor-acre content is visible when you're near an edge.
** Camera rotation and several free-cam edge cases cleaned up (villager interiors, 4:3 UI EFB capture, effects bleed, scene/UI flash between menus and world).
* NES (upstream v0.9.0.1 merge)
** NES mini-games playable via Nofrendo backend.
** NES save persistence through the game's save system.
** NES aspect ratio and high-score save fixes.
* Gameplay
** Nookingtons upgrade gate relaxed.
** Trample-walk grass-wearing bug fixed.
** Town name display fix.
** UI flash between scenes and submenus cleaned up (maybe... this ones killing me to figure out)


==Changelog==
'''v0.1.0a'''
'''v0.1.0a'''
* First Release.
* First Release.


== Credits ==
== Credits ==
* '''Brendonm17''' — PS Vita port author
* Brendonm17 - PS Vita port author
* '''flyngmt''' — Original ACGC PC Port
* flyngmt - Original ACGC PC Port
* '''ACreTeam''' — [https://github.com/ACreTeam/ac-decomp ac-decomp] decompilation project, which is the foundation the port is built upon
* ACreTeam - [https://github.com/ACreTeam/ac-decomp ac-decomp] decompilation project, which is the foundation the port is built upon


== External links ==
== External links ==
* Github - https://github.com/Brendonm17/ACGC-Vita-Port
* GitHub - https://github.com/Brendonm17/ACGC-Vita-Port
* VitaDB - https://www.rinnegatamante.eu/vitadb/#/info/1381
* VitaDB - https://www.rinnegatamante.eu/vitadb/#/info/1381

Latest revision as of 02:38, 5 June 2026

Animal Crossing Vita
General
Authorbren
TypeSimulation
Version0.4.0
LicenseMixed
Last Updated2026/06/03
Links
Download
Website
Source

An unofficial PS Vita port of Animal Crossing (GameCube) built on top of the ac-decomp decompilation project by the ACreTeam.

An existing copy of the game is required to use the port.

Installation

Install the VPK.

Put your Animal Crossing (USA).iso at ux0:data/AnimalCrossing/rom/.

User guide

First launch creates settings.ini with defaults.

Setting Default Values
render_scale 100 50, 75, 100
msaa 2 0, 2, 4
aspect_mode 0 0 = widescreen, 1 = 4:3 pillarbox
banner (empty) PNG name for the 4:3 bars
texture_pack (empty) HD pack name (without .vtc)
auto_save 0 Periodic auto-save while outside, sleep, or quit
time_sync 0 Re-anchor clock to Vita RTC

In-game options menu exposes these.

Media

Animal Crossing (GCN) Retrospective | TreyTheWilliam (TreyTheWilliam)

Known issues

  • Train interior is 4:3 native so widescreen shows small black gaps at the sides during train cutscenes. Cosmetic.
  • Long-suspend reload only triggers if Auto Save is on. Without it the day change is missed.

Changelog

v0.4.0

  • Trophies. 40 total. You need Rinnegatamante's [[NoTrpDrm_Vita|NoTrpDrm] plugin in ux0:tai/. No plugin, no trophies. Game runs fine without it either way.
  • Design import/export. Drop PNGs in ux0:data/AnimalCrossing/designs and pull them into the game as patterns at the Able Sisters. Hit START in the design editor, pick a file, load it into any of your 8 slots. It sorts out the closest palette for you. Goes the other way too, you can export a design back out to a PNG.
  • Bug fixes
    • You can save right after getting your house now. No more talking to someone or finishing your job first.
    • Heap and texture pack memory tuning, plus cleaner boot errors.
    • Other bug fixes.

v0.3.2

  • Bug fixes
    • Random flashing and garbled graphics (stretched triangles, wrong colors) during transitions, conversations and busy areas. Showed up mostly with MSAA on, and got worse the higher it was set. Fixed, clean up to 4x now.
    • Dialogue could softlock when fast-skipping text in conversations with choices (Wisp, Phyllis, etc). Fixed.
  • New
    • Fishing sound effect. Little ploop when a fish takes the bait.

v0.3.1

  • Bug fixes
    • Confirm and Cancel can't share a button anymore. Conflicting binding clears itself, and controls.ini gets cleaned on next boot if you hand-edited it into a bad state.
    • Subtle flash when closing the inventory. Fixed.
    • B-button fast-skip only worked on the first stanza of larger dialogue. Fires through the whole conversation now.
    • D-pad softlocks from the new outdoor tool-swap states. Fixed.
    • Cleanup pass across a bunch of actors (radio, mikuji, gyroids, the buggy, festival stuff, etc).
    • Memory card edge cases tidied up.
  • Under the hood
    • Texture system is faster and steadier under load.
    • Bigger command buffers so dense scenes stop silently dropping draws. (might adjust in the future)
    • Scene transitions are a bit faster.
    • VTC loader and platform startup trimmed down.

v0.3.0

  • New stuff
    • Remappable controls. controls.ini lets you remap any Vita button. Multiple bindings per button, chord bindings, even the sticks. Edit it on the SD card or from the title screen options menu.
    • D-pad tool swap outdoors. Left/right cycles tools, down stashes. Proper stash animations for rod, net, shovel, axe, umbrella. Instant swap for balloons and fans. (tools may flash for a frame during stash animation, looking into it)
    • D-pad works in menus now. Inventory, map, choice dialogs, etc. Used to be stick-only. Doesn't conflict with tool cycling (that's gated to outside menus).
    • Custom NES roms. Drop .nes files in ux0:data/AnimalCrossing/rom/nes/, walk up to the blank NES console in your house, pick one. One rom auto-plays, two or more shows a scrollable picker menu.
    • Free cam during fishing and during the intro. Intro no longer forces an app reload mid-scene.
    • Persistent options menu. Stays open across title demo transitions instead of resetting.
    • Boot logo on startup (toggleable) and a text speed setting in the options menu.
    • Town picker from the title menu.
  • Bug fixes
    • Post office sign actually renders now (new shader).
    • Flash when opening or closing inventory and map. Fixed.
    • Flash at the start and end of NPC conversations. Fixed.
    • Bridges, villager houses, Crazy Redd's tent, igloos, festival mat, the buggy. Could go walkable but invisible under free cam. Prespawn was deriving block from the wrong actor.
    • Shops and houses going invisible mid-play. FG slot dummy marker handling.
    • Gyroids and other actors duplicating when entering an acre.
    • Sleepy villager loop bug. Reverted, back to vanilla behavior.
    • Island cottage door wouldn't open at some angles (GCC-specific signed wrap on the angle check, pulled fix from upstream b40a73c).
    • Missing game rom now shows an OS popup telling you where to drop it, instead of just crashing.
    • Title menu has a hint that saving restarts the game so you don't think it crashed.
  • Under the hood
    • Texture pack format bumped to v3 (slightly faster loader). v2 packs still works fine, barely any difference tbh.
    • Merged upstream clear-color fix.
    • Various other cleanups.
  • Thanks

v0.2.0

  • PLEASE backup your town save files, just in case!
  • SAVING HAS BEEN ALTERED SO ANYTHING CAN HAPPEN PLEASE BACKUP YOUR SAVES
  • old town saves may need to be moved to ux0:/data/AnimalCrossing/saves/card_a
  • Dense overworld scenes now hold 60 fps where the alpha was dropping to 44. Save system got a proper pass: Auto Save, Time Sync, and a second save slot for visiting other towns. NES mini-games work. HD texture packs work. Lots of rough edges fixed.
  • Performance
  • All 5 uber-shader fallbacks in the overworld now hit specialized shaders (cfg47 through cfg50). Zero uber draws in dense scenes.
  • Free-cam was drawing every actor in an 8-block radius because a cull-bounds multiplier had silently disabled back-face culling. Open-area draws dropped 28 to 58 percent. Scenes that used to sit at 45 fps now hold 60.
  • Acre transitions spread over three frames so there's no single spike when you cross a boundary. Re-entering an acre you just came from is now a one-bit check instead of a full actor-list scan.
  • Draw merging plus VitaGL fork updates cache GXM state per-unit and per-stream so redundant sceGxmSetFragmentTexturesceGxmSetVertexStream, and patchVertexProgram calls get skipped.
  • Museum scene shaders created.
  • Saves
    • Card A / Card B slots. Drop any Animal Crossing GCI file into save/card_b/ and visit it. Resetti's gyroid face works.
    • Auto Save, off by default. Saves about once a minute while you're walking around outside. Also fires on PS button press, on sleep resume, and on clean exit. Sub-scenes (interiors, dialogue) are skipped so saves never tear.
    • Time Sync, off by default. Re-anchors the in-game clock to the Vita's RTC on save load and after sleep. Reads the Vita's local timezone directly via sceRtc so the greeting dialogue shows the right time (pre-release builds were off by your tz offset because Vita newlib has no TZ env). Hook fires from the GCI load itself so continuing your home town works the same as loading a fresh save. If you were asleep for 30+ minutes, the app saves and reloads so AC's at-boot daily catch-up (moveouts, mail, weeds, turnip prices, snowman) runs against the new date.
    • GCI CARDDir.time stamp now uses local wall clock, so saves made on Vita show the right mtime when imported into Dolphin's memcard manager.
    • Full-disk error handling, i forgot about this last time.
    • Porter travel and gyroid save audited against GameCube behavior. Wisp items, money rocks, travel cooldown, and home size all match console.
  • HD textures
    • Dolphin HD packs convert to VTC via tools/build_vita_texcache.py and the Vita GPU hardware-decodes them.
    • Off-thread DXT swizzle in the VitaGL fork keeps texture loads from stalling the render thread.
    • Periodic DXT corruption fixed. That was a GL ID reuse race, now guarded by a deferred-delete holdoff.
    • Wildcard TLUT matching means CI textures no longer drop to the vanilla fallback when the exact TLUT hash misses.
  • Display, camera
    • Resolution scale: 100 percent (960x544 native), 75 percent (720x408), 50 percent (480x272, PSP-style).
    • 16:9 widescreen (hor+) by default. 4:3 pillarbox with custom PNG banners as an option.
    • Free-cam mode streams acres seamlessly with a 2-block actor keep-alive so neighbor-acre content is visible when you're near an edge.
    • Camera rotation and several free-cam edge cases cleaned up (villager interiors, 4:3 UI EFB capture, effects bleed, scene/UI flash between menus and world).
  • NES (upstream v0.9.0.1 merge)
    • NES mini-games playable via Nofrendo backend.
    • NES save persistence through the game's save system.
    • NES aspect ratio and high-score save fixes.
  • Gameplay
    • Nookingtons upgrade gate relaxed.
    • Trample-walk grass-wearing bug fixed.
    • Town name display fix.
    • UI flash between scenes and submenus cleaned up (maybe... this ones killing me to figure out)

v0.1.0a

  • First Release.

Credits

  • Brendonm17 - PS Vita port author
  • flyngmt - Original ACGC PC Port
  • ACreTeam - ac-decomp decompilation project, which is the foundation the port is built upon

External links

Advertising: